Slot machine and playing method thereof

ABSTRACT

It is controlled such that, when scatter symbols are included in symbols rearranged on a display region in a game for randomly rearranging a plurality of symbols arranged on a display, a payout according to a number of the scatter symbols or a payout according to a winning combination formed by the scatter symbols and other symbols is made. The scatter symbols not only become special symbols for generating a prize by simply appearing within a display region, but also become wild cards for realizing a winning combination associated with a payout, so that a prize chance occurs twice when scatter symbols appear.

CROSS REFERENCE TO RELATED APPLICATIONS

This application claims priority to co-pending U.S. provisional patent application Ser. No. 60/838,365 filed on Aug. 18, 2006, and which is incorporated by reference herein for all purposes.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a slot machine for playing games by using a game medium such as coin or bill, and a playing method thereof.

2. Description of Related Art

The conventional slot machines include those disclosed in U.S. Pat. No. 6,960,133 and U.S. Pat. 6,012,983. These slot machines are configured such that, when a player inserts the game medium such as medal, coin or bill into an insertion slot of the slot machine and presses a spin button, a plurality of symbols are scrolled at a display unit provided on a front side of a cabinet, and then each symbol is automatically stopped. At this point, a processing for determining symbols to be stopped randomly is carried out by generating random numbers at a time of starting the scrolling of each symbol which is triggered by the input of the spin button. When a transition to a bonus game such as mystery bonus or second game is won by this processing for determining symbols to be stopped, a payout of coins or credit associated with a prize such as the mystery bonus is made, or a transition from the base game to the bonus game is made and the bonus game is executed. Then, the slot machine is configured to pay out a prescribed prize when the winning combination occurs in the course of the game.

U.S. Pat. No. 6,093,102 discloses a slot machine in which a prize is paid in a case where same symbols are aligned on a particular line called payline. U.S. Pat. No. 6,604,999 and U.S. Patent Application No. 2,002,065,124 disclose a slot machine which makes two types of payout including a payout determined by a combination of symbols stopped on a payline and a payout determined by a displayed number of symbols called scatters (hereafter referred to as scatter symbols) which are unaffected by a payline.

The scatter symbols in such a slot machine are used as a trigger for payout according to a number of symbols.

SUMMARY OF THE INVENTION

The first aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to, in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, make a payout according to a number of the scatter symbols or a payout according to a winning combination formed by the scatter symbols and other symbols, or both a payout according to a number of the scatter symbols and a payout according to a winning combination formed by the scatter symbols and other symbols.

According to the slot machine of the first aspect of the present invention, the scatter symbols not only become special symbols for generating a prize by simply appearing within a display region, but also become wild cards for realizing a winning combination associated with a payout. In the case where these scatter symbols appear, the controller controls such that a prize is generated for each one of them.

The second aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to, in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, set a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols.

According to the slot machine of the second aspect of the present invention, even in a case where a prize by one of the games is less, the controller controls such that a payout of one with a higher prize is made.

The third aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to, in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, set a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols, and in a case where only a payout according to a number of the scatter symbols is made, the controller arranges the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.

According to the slot machine of the third aspect of the present invention, in the case where only a payout according to the number of scatter symbols is made, the controller controls such that the scatter symbols are arranged at prescribed positions of a display even in a next game.

The fourth aspect of the present invention is a playing method of a slot machine comprising: in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on a display, making, by a controller, a payout according to a number of the scatter symbols or a payout according to a winning combination formed by the scatter symbols and other symbols, or both a payout according to a number of the scatter symbols and a payout according to a winning combination formed by the scatter symbols and other symbols.

In the playing method using a slot machine of the fourth aspect of the present invention, the scatter symbols not only become special symbols for generating a prize by simply appearing within a display region, but also become wild cards for realizing a winning combination associated with a payout. In the case where these scatter symbols appear, it is controlled such that a prize is generated for each one of them.

The fifth aspect of the present invention is a playing method of a slot machine comprising: in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on a display, setting, by a controller, a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols.

In the playing method using a slot machine of the fifth aspect of the present invention, even in a case where a prize by one of the games is less, it is controlled such that a payout of one with a higher prize is made.

The sixth aspect of the present invention is a playing method of a slot machine comprising: in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, setting by a controller, a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols, and in a case where only a payout according to a number of the scatter symbols is made, the controller arranges the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.

In the playing method using a slot machine of the sixth aspect of the present invention, in the case where only a payout according to the number of scatter symbols is made, it is controlled such that the scatter symbols are arranged at prescribed positions of a display even in a next game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flow chart showing a playing method of a slot machine according to one embodiment of the present invention.

FIG. 2 is a diagram showing an outward appearance of a slot machine according to one embodiment of the present invention.

FIG. 3 is a diagram showing a series of symbols displayed in each display region of a slot machine according to one embodiment of the present invention and a code number of each symbol.

FIG. 4 is a diagram showing a first payout table.

FIG. 5 is a diagram showing a second payout table.

FIG. 6 is a block diagram showing a control circuit of a slot machine according to one embodiment of the present invention.

FIG. 7 is a flow chart showing a procedure of an authentication and reading processing of a game program and a game system program by a mother board and a gaming board of a slot machine according to one embodiment of the present invention.

FIG. 8 is a flow chart showing a procedure of a base game processing to be executed by a slot machine according to one embodiment of the present invention.

FIG. 9 is a flow chart showing a procedure of a symbols to be stopped determination processing to be executed by a slot machine according to one embodiment of the present invention.

FIG. 10 is a flow chart showing a procedure of a symbols scroll processing to be executed by a slot machine according to one embodiment of the present invention.

FIG. 11 is a flow chart showing a procedure of a bonus game processing to be executed by a slot machine according to one embodiment of the present invention.

FIG. 12 is a flow chart showing a procedure of a scatter symbol processing to be executed by a slot machine according to one embodiment of the present invention.

FIG. 13A is a diagram showing an exemplary display when scatter symbols are stopped in a display region, FIG. 13B is a diagram showing an exemplary display when five prescribed symbols are stopped on a payline, and FIG. 13C is a diagram showing an exemplary display when scatter symbols are stopped in a display region and four prescribed symbols are stopped on a payline.

FIG. 14A is a diagram showing an exemplary display when scatter symbols are stopped in a display region, and FIG. 14B is a diagram showing an exemplary display when scatter symbols appeared in a previous game are rearranged at identical positions of a display region.

DETAILED DESCRIPTION OF THE EMBODIMENT

FIG. 1 is a flow chart schematically showing a playing method of a slot machine according to one embodiment of the present invention. In the following, the schematic operations in the slot machine and the playing method according to the embodiment of the present invention will be described with references to the flow chart shown in FIG. 1 and a diagram shown in FIG. 2.

In the slot machine according to the embodiment of the present invention, when the power is turned on and the slot machine is activated, an authentication processing is carried out first (step S100). In this authentication processing, the initial checking processing at a preliminary stage before starting a unit game, such as whether a program for operating the system is operating normally or not, whether there is any falsification of a program or not, etc., is carried out.

Next, a base game is executed (step S200). In this base game, when a spin button 23 is pressed in a state where a desired credit amount is bet by entering coins into a coin slot 21 or the like, a unit game in which the scrolling of a symbol in each display region 28 (28 a to 28 e) of a liquid crystal display 17 provided inside a display window 15 which is provided on a front face of a cabinet 11 is started and then the scrolling is stopped and the symbol in each display region 28 is stopped (rearranged) is executed. Namely, in the base game, the unit games for five columns will be executed.

In each unit game, a processing for determining a symbol to be stopped in each display region 28 (28 a to 28 e) is carried out, and a transition to a bonus game is made in the case where a combination of symbols that becomes a bonus trigger is stopped on a payline L that is set as a horizontal line at a middle level of each display region 28 or not, such as when symbols “APPLE” are stopped on a payline L, for example. In the case where a winning combination associated with a payout, such as symbols “CHERRY” for example, are stopped on the payline L, a payout of 20 coins is made according to a first payout table. In addition, in the case where a prescribed condition is realized, such as the case where a scatter symbol is stopped at any of the display regions 28 (28 a to 28 e), a scatter symbol processing for controlling a payout according to the number of scatter symbols and a combination with other symbols is executed (steps S300, S400).

When the scatter symbol processing is started, whether a combination of symbols including the scatter symbol becomes a winning combination on the payline or not, that is, whether a winning combination is realized or not when the scatter symbol is used as a wild card that can become any symbol, is judged (step S500). Here, in the case where the winning combination is realized, a transition to another game or a payout is made according to the first payout table (step S600). For example, when four symbols “ORANGE” are stopped on the payline L and the remaining one symbol is a scatter symbol “JOKER”, this “JOKER” is regarded as “ORANGE”, and it is judged that the symbols “ORANGE” are stopped on the payline L of the display regions 28 (28 a to 28 e). In this case, a payout of 12 coins or the like is made according to the first payout table. On the other hand, in the case where the winning combination is not realized at the step S500, that is, in the case that only involves a stopping of a scatter symbol, a payout according to the second payout table is made (step S700). For example, when there is only one scatter symbol “JOKER”, a payout of 2 coins is made.

In this way, a payout is made in the case where it is judged that the scatter symbol is stopped at the step S300 and the winning combination containing that scatter symbol is realized, and also a payout associated with the scatter symbol is made even in the case where the winning combination containing that scatter symbol is realized. As a result, in the case where the scatter symbol is stopped, the player can obtain a prize due to the scatter symbol, even if a prize due to the winning combination cannot be obtained. Namely, the scatter symbol not only becomes a special symbol for generating a prize by simply appearing within a display region, but also becomes a wild card for realizing a winning combination associated with a payout, so that the player can obtain the prize chance twice when the scatter symbol appears. Consequently, it is possible to make the player to continually maintain interest in the game.

In the above described example, an exemplary case of stopping and displaying symbols in the display regions 28 (28 a to 28 e) of three rows by five columns has been described, but the present invention is not limited to the display regions 28 of three rows by five columns.

In the above described example, an exemplary case of displaying symbols in the display regions 28 by using the liquid crystal display 17 has been described, but it is also possible to use a configuration using mechanical rotation reels in cylindrical shapes having a plurality of symbols displayed on their side faces, in which the rotation reels are rotated and then stopped such that the symbols are stopped inside the display window 15.

In the above described example, a payout due to the winning combination containing the scatter symbol is given a higher priority than a payout due to the scatter symbol alone, but it is possible to make it such that a payout due to the scatter symbol alone is given a higher priority than a payout due to the winning combination containing the scatter symbol. Else, it is possible to set a payout advantageous to the player. Namely, it is possible to set a payout that gives a higher priority to a higher prize one, or set a payout obtained by summing both prizes.

Next, a configuration of the slot machine 10 according to the embodiment of the present invention will be described with reference to a diagram shown in FIG. 2 and a diagram of the display regions shown in FIG. 3. The slot machine 10 is provided within a gaming facility.

In the slot machine 10, the coins, bills or electronic value information corresponding to these will be used as the game medium for executing the unit game. However, the game medium that can be used in the present invention is not limited to these, and can be medals, tokens, electronic money, or tickets, for example. The tickets are not limited to any particular tickets and can be tickets with bar codes, for example, as will be described below.

As shown in FIG. 2, the slot machine 10 has a cabinet 11, a top box 12 provided on an upper side of the cabinet 11, and a main door 13 provided on a front side of the cabinet 11.

Inside the cabinet 11, a liquid crystal display 17 for scrolling symbols of three rows by five columns inside the display window 15 is provided as a display. The liquid crystal display 17 has the display regions 28 (28 a to 28 e) for displaying symbols of three rows by five columns.

When the base game is executed, the symbol sequence is scrolled in each of the display regions 28 (28 a to 28 e) of three rows by five columns. As a result, it becomes possible for the player to see the scrolled symbols through the display window 15.

The display is not limited to an example of the embodiment. For example, it is also possible to display symbols through the display window 15 by rotating and then stopping mechanical reels displaying symbols on their side faces. The display regions 28 is not limited to be those of three rows by five columns.

On a front side of the liquid crystal display 17 in the main door 13, a lower side image display panel 16 is provided. The lower side image display panel 16 has a transparent liquid crystal panel, on which various information regarding the game and the effect images will be displayed during the game.

On the lower side image display panel 16, a credit amount display unit 31 and a payout amount display unit 32 are provided. On the credit amount display unit 31, the number of coins credited is displayed by an image. On the payout amount display unit 32, the number of coins to be paid in the case where a combination of symbols that are stopped on the payline L is the winning combination as will be described below is displayed by an image.

On the lower side image display panel 16, the display window 15 through which symbols displayed in the display regions 28 (28 a to 28 e) of the liquid crystal display 17 provided inside the cabinet 11 are visible is provided. On a horizontal line at a middle level of the display regions 28 (28 a to 28 e), a single payline L is set horizontally across these display regions 28 (28 a to 28 e). The payline L indicates the valid range for judging whether a combination of symbols is the winning combination associated with a payout or not. Namely, in the case where a combination of symbols that are stopped on the payline L is the winning combination, the number of coins according to that winning combination and the number of coins entered (BET number) will be paid.

In the present embodiment, an exemplary case of setting one payline L on a horizontal line at a middle level of the display regions 28 (28 a to 28 e) will be described, but the present invention is not limited to this example. For example, three lines that run horizontally across the display regions 28 (28 a to 28 e) at upper, middle and lower levels, or two lines among them, may be set as the paylines. It is also possible to set a payline that runs obliquely (V-shaped, inverted V-shaped, etc.). The paylines L may be set at the same position or at different positions.

It is also possible to set as many paylines as the number according to the number of coins entered. In this case, if a combination of symbols that are stopped on the set paylines is the winning combination, the payout of as many coins as according to that winning combination may be made, for example.

On a front face of the lower side image display panel 16, a touch panel 69 (not shown in FIG. 2, see FIG. 6) is provided, such that the player can input various types of commands by operating the touch panel 69.

On a lower side of the lower side image display panel 16, a control panel 20 having a plurality of buttons 23-27 through which commands regarding the progress of the game will be inputted by the player, the stop switch 82, the coin slot 21 for receiving coins into the cabinet 11, and a bill validator 22 are provided.

On the control panel 20, a spin button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a Max-BET button 27 are provided.

The spin button 23 is a button for inputting a command for start scrolling symbols displayed in the display regions 28. The change button 24 is a button to be used at a time of requesting changes to an attendant of the gaming facility. The cashout button 25 is a button for inputting a command for paying the credited coins to a coin tray 18.

The 1-BET button 26 is a button for inputting a command for betting one coin among the credited coins to the game. The Max-BET button 27 is a button for inputting a command for betting maximum number (50, for example) of coins that can be bet per game among the credited coins to the game.

The bill validator 22 validates whether a bill is the legitimate one or not and accepts a legitimate bill into the cabinet 11. The bill validator 22 may have a configuration capable of reading a bar code attached ticket 39 to be described below. On the lower front surface of the main door 13, that is on the lower part of the control panel 20, there is provided a berry glass 34 on which characters of the slot machine 10 and the like are depicted.

On the other hand, on a front surface of the top box 12, an upper side image display panel 33 is provided. The upper side image display panel 33 has a liquid crystal panel. On this liquid crystal panel, the effect image or the image for introducing the game content or explaining game rules, for example, will be displayed.

On the top box 12, a speaker 29 for outputting speech is provided. On the lower side of the upper side image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a key pad 38 are provided. The ticket printer 35 prints a bar code which encodes data such as the credit amount, the date and time, the identification number of the slot machine 10, etc., on the ticket, and outputs it as the bar code attached ticket 39. The player can use the bar code attached ticket 39 to play the game on another slot machine or exchange the bar code attached ticket 39 with the bills or the like at the cashier or the like of the gaming facility.

The card reader 36 carries out reading of data from a smart card and writing of data into a smart card. The smart card is a card to be owned by the player, which stores data for identifying the player or data regarding log of games played by the player, for example.

The data display 37 comprises a fluorescent display or the like. On this data display 37, data read by the card reader 36, or data inputted by the player through the keypad 38, for example, will be displayed. The keypad 38 is an input device for inputting data and commands regarding the ticket issuance or the like.

FIG. 3 is a diagram showing a series of symbols to be scrolled in the display regions 28 (28 a to 28 e) of the liquid crystal display 17 and the code number of each symbol. As shown in FIG. 3, in each of the display regions 28 (28 a to 28 e), a series of 22 symbols comprising the code numbers “00” to “21” will be scrolled. The arrangement of symbols is different in different ones of the display regions 28 (28 a to 28 e).

The symbols to be displayed in each of the display regions 28 (28 a to 28 e) include ten types of “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, “APPLE”, “LOBSTER” and “CRAB”. Besides these symbols, a symbol “JOKER” is set as a symbol that is generated randomly (code number XX). This “JOKER” is called a scatter symbol, which not only functions as a special symbol for generating a prize by simply appearing within a display region, but also functions as a wild card for realizing a winning combination associated with a payout. For example, when four symbols “ORANGE” are stopped on the payline L and the remaining one symbol is the scatter symbol “JOKER”, this “JOKER” is regarded as “ORANGE” and it is judged that the winning combination is realized. This scatter symbol can be generated randomly when the scrolling of the symbol series is started, by executing the random number generation program for each of the display regions 28 (28 a to 28 e).

Instead of generating the scatter symbols randomly, it is possible to arrange them at the prescribed positions of the symbol series similarly as the other symbols. In the present embodiment, the scatter symbols are generated in the display regions 28 (28 a to 28 e), but it is possible to randomly select the display regions for generating the scatter symbols. It is possible to control them individually such that one or a plurality of scatter symbols are generated in each display region.

By the combination of symbols as shown in FIG. 3, the winning combination associated with a payout is determined, As a table for determining the payout amount when this winning combination is realized, a first payout table to be described below is set up.

FIG. 4 is a diagram showing the first payout table. In the first payout table, the payout with respect to symbols aligned on the payline L is defined. The first payout table is selected when the base game is executed and the winning combination containing the scatter symbol is realized, or the winning combination by symbols other than the scatter symbol is realized, or in the case where the payout obtained by summing both prizes is to be made.

As shown in FIG. 4, in the case where symbols “APPLE” are stopped on the payline L in the five display regions 28 (28 a to 28 e), it becomes the bonus trigger and a transition of the game mode from the base game to the bonus game is made.

The bonus game which is executed when a combination of symbols “APPLE” is stopped on the payline L in this way is a game mode which is more advantageous than the base game. In the embodiment, the bonus game is a free game (a game that can be played for a prescribed number of times without betting any coins). Here, however, the content of the bonus game that is more advantageous to the player is not particularly limited as long as it is more advantageous than the base game. For example, it is possible to consider a mode in which more numerous gaming medium than the base game can be obtained, a mode in which the gaming medium can be obtained at a higher probability than the base game, a mode in which the amount of gaming medium to be consumed is less than the base game, etc. More specifically, a free game, a second game, etc. can be considered as the bonus game.

In the case where a combination of symbols “LOBSTER” that are prescribed symbols is stopped on the payline L, the payout of 35 coins will be made. In the case where a combination of symbols “CHERRY” is stopped on the payline L, the payout of 20 coins will be made. In the case where a combination of symbols “CRAB” is stopped on the payline L1, the payout of 3 coins will be made.

FIG. 5 is a diagram showing the second payout table. The second payout table defines the payout with respect to the number of “JOKER” which is the scatter symbol. The second payout table is selected when the base game is executed and the winning combination containing the scatter symbol is not realized and the payout due to the scatter symbol alone is to be made, or in the case where the payout due to the scatter symbol alone is given a higher priority than the payout due to the winning combination containing the scatter symbol, or in the case where the payout obtained by summing both prizes is to be made. For example, in the case where two scatter symbols appear in the display regions 28 (28 a to 28 e), the payout of 6 coins will be made.

In FIG. 2, the symbols displayed (arranged) in the display regions 28 (28 a to 28 e) of three rows by five columns are started to be scrolled when the 1-BET button 26 or the Max-BET button 27 is pressed and then the spin button 23 is pressed after that. When the scrolling of the symbols is started, the scrolling of the symbols will be stopped (rearranged) after a prescribed period of time has elapsed. At this point, some of the symbols among the series of symbols in the display regions 28 (28 a to 28 e) shown in FIG. 4 will be stopped in the display regions 28 (28 a to 28 e) inside the display window 15.

In addition, various types of winning combinations are predetermined for each symbol (see FIG. 4). Then, in the case where the symbols that constitute the winning combination are stopped on the payline L, the amount of coins to be paid according to the winning combination will be added to the credit owned by the player. When the bonus game trigger is realized, that is, when a combination of five symbols “APPLE” is stopped on the payline L in the embodiment, a transition of the game mode from the base game to the bonus game will be made.

FIG. 6 is a block diagram showing a control circuit of the slot machine 10 shown in FIG. 2. As shown in FIG. 6, the control circuit comprises a controller 70, a main body PCB (Printed Circuit Board) 60, a sub CPU 61, a door PCB 80, and various types of switches and sensors. The controller 70 comprises a mother board 40 and a gaming board 50.

The gaming board 50 has a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52 which are mutually connected through an internal bus, a card slot 53S corresponding to a memory card 53, and an IC socket 54S corresponding to a GAL (Generic Array Logic) 54.

The memory card 53 stores a game program and a game system program. The game program includes a symbols to be stopped determination program. The symbols to be stopped determination program is a program for determining symbols (code numbers corresponding to symbols) to be stopped on the payline L in the display regions 28 (28 a to 28 e). This symbols to be stopped determination program contains symbol weighing data respectively corresponding to plural types of payout rates (80%, 84%, 88%, for example). The symbol weighing data are data indicating the correspondence relationship between the code number of each symbol (see FIG. 4), and one or a plurality of random number values belonging to a prescribed numerical value range (0 to 256), for each of the five columns of the display regions 28 (28 a to 28 e).

The payout rate is determined according to the payout rate setting data outputted from the GAL 54. The symbols to be stopped are determined according to the symbol weighing data corresponding to this payout rate.

The card slot 53S is formed such that the memory card 53 can be inserted or extracted, and connected to the mother board 40 through the IDE bus. Consequently, by extracting the memory card 53 from the card slot 53S, writing the other game program and game system program into the memory card 53, and inserting that memory card 53 into the card slot 53S, it is possible to change a type and a content of the game to be played on the slot machine 10.

The game program includes a program related to the game progress and a program for making a transition to the bonus game. The game program also contains the image data and sound data to be outputted during the game.

The GAL 54 has a plurality of input ports and output ports, and when data are inputted into the input ports, data corresponding to these data are outputted from the output ports. The data outputted from the output ports are the payout rate setting data mentioned above.

The IC socket 54S is formed such that the GAL 54 can be attached or detached, and connected to the mother board 40 through the PCI bus. Consequently, by detaching the GAL 54 from the IC socket 54S, rewriting the program stored in the GAL 54, and attaching that GAL 54 to the IC socket 54S, it is possible to change the payout rate setting data to be outputted from the GAL 54.

The CPU 51, the ROM 55 and the boot ROM 52 that are mutually connected through the internal bus are connected to the mother board 40 through the PCI bus. The PCI bus carries out the signal transmission between the mother board 40 and the gaming board 509, as well as the power supply from the mother board 40 to the gaming board 50. The ROM 55 stores a country identification information and an authentication program. The boot ROM 52 stores a spare authentication program and a program (boot codes) for the CPU 51 to activate the spare authentication program.

The authentication program is a program (falsification checking program) for authenticating the game program and the game system program. Namely, the authentication program is a program for carrying out the checking and the verification of the fact that the game program and the game system program are not falsified. The authentication program is described along a procedure for carrying the authentication of the game program and the game system program. The spare authentication program is a program for authenticating the above described authentication program. The spare authentication program is described along a procedure for carrying out the verification that the authentication program that is a target of the authentication processing is not falsified, that is, the authentication of the authentication program.

The mother board 40 has a main CPU 41, a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and a communication interface 44.

The main CPU 41 has a function for controlling the entire slot machine 10. In particular, the main CPU 41 carries out a control for outputting a command signal for scrolling symbols in the display regions 28 (28 a to 28 e) of the liquid crystal display 17 with respect to the sub CPU 61 when the credit is bet and the spin button 23 is pressed, a control for determining symbols to be stopped at a middle level position (on the payline L) after the symbols in the display regions 28 (28 a to 28 e) are scrolled, and a control for displaying symbols such that the determined symbols are stopped on the payline L.

Namely, the controller 70 containing the main CPU 41 has a function for executing an arrangement control which, after a plurality of symbols displayed in the display regions 28 (28 a to 28 e) of the liquid crystal display 17 are scrolled, selects and determines symbols to be arranged into a symbol matrix from plural types of symbols randomly, and stops the scrolling state at the determined symbols, in order to rearrange them into a new symbol matrix (an arrangement of three rows by five columns).

The controller 70 has a function for selecting the first payout table and determining the amount of payout according to this first payout table when a prescribed combination of symbols is rearranged on the payline L that is set with respect to the symbol matrix, that is when the winning combination is realized, by the execution of the base game. It also has a function for selecting the second payout table and determining the amount of payout according to this second payout table when “JOKER” which is the scatter symbol appeared.

The controller 70 also has a function for making a payout according to the number of scatter symbols or a payout according to the winning combination formed by the scatter symbols and other symbols, when the scatter symbols are included in symbols rearranged by the execution of the base game.

The controller 70 also has a function for setting a payout advantageous to the player at a time of making a payout according to the number of scatter symbols or a payout according to the winning combination formed by the scatter symbols and other symbols, when the scatter symbols are included in the rearranged symbols.

The controller 70 also has a function for setting a payout advantageous to the player at a time of making a payout according to the number of scatter symbols or a payout according to the winning combination formed by the scatter symbols and other symbols, when the scatter symbols are included in the rearranged symbols, and arranging the scatter symbols stopped by a previous game, to the identical positions of the display regions 28, when only a payout according to the number of scatter symbols is made and when a plurality of symbols are randomly rearranged by a next game.

The ROM 42 stores programs such as BIOS (Basic Input/Output System) to be executed by the main CPU 41, as well as data to be used permanently. When the BIOS is executed by the main CPU 41, the processing for initializing each peripheral device is carried out and the processing for reading the game program and the game system program stored in the memory card 53 through the gaming board 50 is started. The ROM 42 stores the first payout table shown in FIG. 4 and the second payout table shown in FIG. 5.

The RAM 43 stores data and programs to be used when the main CPU 41 carries out the processing.

The communication interface 44 carries out communications with the host computer or the like that is provided inside the gaming facility through a communication channel.

To the Mother board 40, a main body PCB (Printed Circuit Board) 60 and a door PCB 80 to be described below are connected through the respective USB (Universal Serial Bus). Also, a power source unit 45 is connected to the mother board 40. When the power is supplied from the power source unit 45 to the mother board 40, the main CPU 41 of the mother board 40 is activated, and the power is supplied to the gaming board 50 through the PCI bus and the CPU 51 is activated.

To the main body PCB 60 and the door PCB 80, devices for generating input signals to be inputted into the main CPU 41 and devices whose operations are to be controlled by control signals outputted from the main CPU 41 are connected. The main CPU 41 executes the game program and the game system program stored in the RAM 43 according to the input signals inputted into the main CPU 41. Then, the main CPU 41 carries out the calculation processing according to these programs and stores the result into the RAM 43, and the processing for transmitting control signals to each device as the control processing with respect to each device.

To the main body PCB 60, a lamp 30, a sub CPU 61, a hopper 66, a coin detection unit 67, a graphic board 68, a speaker 29, a touch panel 69, a bill validator 22, a ticket printer 35, a card reader 36, a key switch 38S, and a data display 37 are connected.

The lamp 30 is controlled to be turned on or off according to the control signal outputted from the main CPU 41.

The sub CPU 61 carries out the control for randomly rearranging symbols by scrolling symbols in the five columns of the display regions 28 (28 a to 28 e) that are set in the liquid crystal display 17. The sub CPU 61 is connected to a VDP (Video Display Processor) 46.

The VDP 46 reads out the image data of symbols stored in the image data ROM 47, generates the scrolling images to be displayed at the liquid crystal display 17, and outputs the scrolling images to the liquid crystal display 17. The image data ROM 47 stores data indicating the series of symbols to be scrolled in the display regions 28 (28 a to 28 e) (see FIG. 3).

The hopper 66 is provided inside the cabinet 11, and pays the prescribed number of coins according to the control signal outputted from the main CPU 41, from a coin payout opening 19 to a coin tray 18. The coin detection unit 67 is provided inside the coin payout opening 19, and outputs an input signal with respect to the main CPU 41 when it is detected that the prescribed number of coins are paid from the coin payout opening 19.

The graphic board 68 controls the image display on the upper side image display panel 33 and the lower side image display panel 16 according to the control signal outputted from the main CPU 41 (except for symbols to be displayed in the display regions 28 and the second display regions 48). On the credit amount display unit 31 of the lower side image display panel 16, the credit amount stored in the RAM 43 is displayed. On the payout amount display unit 32 on the lower side image display panel 16, the number of coins to be paid is displayed. The graphic board 68 has a VDP for generating image data according to the control signal outputted from the main CPU 41 and a video RAM for temporarily storing the image data generated by the VDP.

The bill validator 22 reads an image of the bill and accepts the legitimate bill into the cabinet 11. The bill validator 22 outputs an input signal with respect to the main CPU 41 according to the amount of that bull when the legitimate bill is accepted. The main CPU 41 stores the credit amount according to the amount of the bill notified by that input signal into the RAM 43.

The ticket printer 35 prints the bar code which encodes data such as the credit amount stored in the RAM 43, the date and time, and the identification number of the slot machine 10, etc., on the ticket, according to the control signal outputted from the main CPU 41, and outputs it as the bar code attached ticket 39.

The card reader 36 reads data from the smart card and transmit it to the main CPU 41, or writes data into the smart card according to the control signal outputted from the main CPU 41. The key switch 38S is provided on the key pad 38, and outputs an input signal to the main CPU 41 when the key pad 38 is operated by the player.

The data display 37 displays the data read by the card reader 36 or the data inputted by the player through the key pad 38, according to the control signal outputted from the main CPU 41.

To the door PCB 80, a control panel 20, a reverter 21S, a coin counter 21C and a cold cathode tube 81 are connected. On the control panel 20, a spin switch 23S corresponding to a spin button 23, a change switch 24S corresponding to a change button 24, a cashout switch 25S corresponding to a cashout button 25, a 1-BET switch 26S corresponding to a 1-BET button 26, and a Max-BET switch 27S corresponding to a Max-BET button 27 are provided. Each one of the switches 23S to 27S outputs an input signal with respect to the main CPU 41 when the corresponding one of the buttons 23-27 is operated by the player.

The coin counter 21C is provided inside the coin slot 21, and validates whether coins entered at the coin slot 21 are legitimate ones or not. Those coins that are not the legitimate ones will be ejected from the coin payout opening 19. The coin counter 21C outputs an input signal with respect to the main CPU 41 when the legitimate coins are detected.

The reverter 21S is operated according to a control signal outputted from the main CPU 41, to distribute the coins recognized as the legitimate coins by the coin counter 21C to the cash box (not shown) provided inside the slot machine 10 or the hopper 66. Namely, when the hopper 66 is filled with coins, the legitimate coins are distributed to the cash box by the reverter 21S. On the other hand, when the hopper 66 is not filled with coins, the legitimate coins are distributed to the hopper 66.

The cold cathode tube 81 functions as the background light provided on the back side of the lower side image display panel 16 and the upper side image display panel 33, and it is turned on according to a control signal outputted from the main CPU 41.

Next, the concrete processing to be carried out at the slot machine 10 will be described. FIG. 7 is a flow chart showing a procedure of the authentication and reading processing for the game program and the game system program (processing at the step S100 shown in FIG. 1), by the mother board 40 and the gaming board 50 shown in FIG. 6. Here it is assumed that the memory card 53 is attached to the card slot 53S and the GAL 54 is attached to the IC socket 54S on the gaming board 50.

First, when the power switch is turned on at the power source unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1, S2-1). When the mother board 40 and the gaming board 50 are activated, the respective independent processings will be carried out in parallel. Namely, at the gaming board 50, the CPU 51 carries out the reading of the spare authentication program stored in the boot ROM 52, and the spare authentication for checking and verifying that the authentication program is not falsified in advance, according to the read out spare authentication program, before it is taken into the mother board 40 (step S2-2).

On the other hand, at the mother board 40, the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS over the RAM 43 (step S1-2). Then, the main CPU 41 executes the BIOS expanded on the RAM 43 to carry out the diagnosis and initialization of various types of peripheral devices (step S1-3).

Then, as the ROM 55 of the gaming board 50 is connected to the main CPU 41 through the PCI bus, the main CPU 41 carries out the reading of the authentication program stored in the ROM 55. In addition, the main CPU 41 carries out the processing for storing the read out authentication program into the RAM 43 (step S1-4).

Next, the main CPU 41 makes an access to the memory card 53 that is attached to the card slot 53S through the IDE bus. Then, the main CPU 41 carries out the reading of the game program and the game system program stored in the memory card 53.

Next, the main CPU 41 carries out the authentication for checking and verifying that the read out game program and game system program are not falsified, according to the authentication program stored in the RAM 43 (step S1-5).

When this authentication processing is finished normally, the main CPU 41 stores the authenticated game program and game system program into the RAM 43 (step S1-6). Next, the main CPU 41 makes an access to the GAL 54 that is attached to the IC socket 54S through the PCI bus, reads out the payout rate setting data from the GAL 54, and stores it into the RAM 43 (step S1-7). Next, the main CPU 41 carries out the reading of the country identification information stored in the ROM 55 of the gaming board 50, and stores the read out country identification information into the RAM 43 (step S1-8).

After carrying out the above described processing, the main CPU 41 sequentially reads out and executes the game program and the game system program, to proceed with the base game as described below.

After the authentication and reading processing shown in FIG. 7 is carried out, the main CPU 41 carries out the base game execution processing. FIG. 8 is a flow chart showing the concrete processing procedure of the base game execution processing shown at the step S200 of FIG. 1.

In the base game execution processing, first the main CPU 41 judges whether the coin BET has been made or not (step S11). In this processing, the main CPU 41 judges whether the input signal outputted from the 1-BET switch 26S when the 1-BET button 26 is pressed or the input signal outputted from the Max-BET switch 27S when the Max-BET button 27 is pressed has been received or not. When it is judged that the coin BET has not been made, the processing returns to the step S11.

On the other hand, at the step S11, when it is judged that the coin BET has been made, the main CPU 41 carries out the processing for subtracting the credit amount stored in the RAM 43 according to the number of coins to be bet (step S12). When the number of coins to be bet is greater than the credit amount stored in the RAM 43, the processing is returned to the step S11, without carrying out the processing for subtracting the credit amount stored in the RAM 43. When the number of coins to be bet exceeds the upper limit value (50 in the embodiment) that can be bet per one game, the processing proceeds to the step S13, without carrying out the processing for subtracting the credit amount stored in the RAM 43. In this state, it becomes a state where it is possible to scroll symbols in the display regions 28 (28 a to 28 e).

Next, the main CPU 41 judges whether the spin button 23 is turned ON or not (step S13). In this processing, the main CPU 41 judges whether the input signal outputted from the spin switch 23S when the spin button 23 is turned ON is received or not.

When it is judged that the spin button 23 is not turned ON, the processing is returned to the step S11. In the case where the spin button 23 is not turned ON (the case where a command indicating the finishing of the game is inputted without turning the spin button 23 ON, for example), the main CPU 41 cancels the subtraction result at the step S12.

In the embodiment, the exemplary case of carrying out the processing for subtracting the credit amount (step S12) after the coin BET is made (step S11), before making the judgement as to whether the spin button 23 is turned ON or not (step S13) will be described. However, the present invention is not limited to this exemplary case. For example, it is also possible to make the judgement as to whether the spin button 23 is turned ON or not (step S13) after the coin BET is made (step S11), and carry out the processing for subtracting the credit amount (step S12) when it is judged that the spin button 23 is turned ON.

Then, at the step S13 of FIG. 8, when it is judged that the spin button 23 is turned ON, the main CPU 41 carries out the symbols to be stopped determination processing (step S14). In this symbols to be stopped determination processing, the main CPU 41 determines symbols to be displayed through the display window 15 at a time of stopping symbols in the display regions 28 (28 a to 28 e) by executing the symbols to be stopped determination program stored in the RAM 43. In this way, the combination of symbols to be stopped on the payline L is determined.

Next, the main CPU 41 carries out the symbols scroll processing (step S15). This processing is a processing for stopping symbols in the display regions 28 (28 a to 28 e) after the scrolling of symbols in the display regions 28 (28 a to 28 e) is started, such that symbols determined at the step S14 will be stopped on the payline L.

Next, the main CPU 41 judges whether the scatter symbol is stopped at any of the display regions 28 (28 a to 28 e) or not (step S16), and executes the scatter symbol processing when it is judged that the scatter symbols is stopped (step S17). On the other hand, when it is judged that the scatter symbol is not stopped, the main CPU 41 judges whether the bonus trigger is realized or not, that is, whether the combination of symbols stopped on the payline L is the combination of symbols “APPLE” or not (step S18). When it is judged that the bonus trigger is realized, the main CPU 41 executes the bonus game processing to be described below (step S19).

When it is judged that the bonus trigger is not realized, the main CPU 41 judges whether the winning combination is realized or not, that is, whether the combination of symbols other than “APPLE” is stopped on the payline L or not (step S20). Here, when it is judged that the winning combination is realized, the main CPU 41 carries out the payout processing corresponding to this winning combination, according to the first payout table (step S21).

In the case of depositing the paid coins, the main CPU 41 adds the prescribed amount of credit to the credit amount stored in the RAM 43. In the case of paying the coins, the main CPU 41 makes the payout of a prescribed number of coins by transmitting the control signal to the hopper 66. At this point, the coin detection unit 67 counts the number of coins paid from the hopper 66, and transmits a payout completion signal to the main CPU 41 when the count value reached the specified number. As a result, the main CPU 41 stops the driving of the hopper 66 and finishes the coin payout processing.

Next, the symbols to be stopped determination processing shown at the step S14 of FIG. 8 will be described with reference to a flow chart shown in FIG. 9.

FIG. 9 is a flow chart showing a procedure of the symbols to be stopped determination processing shown at the step S14 of FIG. 8. This processing is a processing to be carried out as the main CPU 41 executes the symbols to be stopped determination program stored in the RAM 43.

First, the main CPU 41 selects a random number value corresponding to each column of the display regions 28 (28 a to 28 e) from a numerical value range of 0 to 255, by executing the random number generation program contained in the symbols to be stopped determination program (step S51).

Next, the main CPU 41 refers to the symbol weighing data according to the payout rate setting data outputted from the GAL 54 and stored in the RAM 43, and determines the code numbers (see FIG. 3) for the display regions 28 (28 a to 28 e) according to the selected five random number values (step S52).

The code numbers of the display regions 28 (28 a to 28 e) correspond to the code numbers of symbols to be stopped and displayed on the payline L. Symbols are scrolled in the arrangement as shown in FIG. 3, so that when the code numbers of symbols to be stopped and displayed on the payline L are determined, the code numbers of symbols to be stopped and displayed on upper and lower level horizontal lines of the payline L are also determined. The main CPU 41 determines the winning combination by determining the code numbers of the display regions 28 (28 a to 28 e). For example, when the code numbers of the display regions 28 (28 a to 28 e) are determined as “00”, “00”, “00”, “00” and “00”, the main CPU 41 has determined the combination of symbols “JACKPOT 7” as the winning combination.

FIG. 10 is a flow chart showing a procedure of the symbols scroll processing shown at the step S15 of FIG. 8. This processing is a processing carried out between the main CPU 41 and the sub CPU 61.

First, the main CPU 41 transmits a start signal indicating that the symbols scrolling will be started in the display regions 28 of the liquid crystal display 17, to the sub CPU 61 (step S61). Upon receiving the start signal from the main CPU 41, the sub CPU 61 reads out the image data of symbols stored in the image data ROM 47, and carries out the scrolling of symbols in the five columns of the display regions 28 (28 a to 28 e) of the liquid crystal display 17 (step S71). As a result, the scrolling of symbols is started in the five columns of the display regions 28 (28 a to 28 e).

After transmitting the start signal to the sub CPU 61 at the step S61 shown in FIG. 10, the main CPU 41 executes the effects at a time of the symbol scrolling (step S62). This processing is a processing for displaying the images on the lower side image display panel 16 and outputting sounds from the speaker 29, etc., during a period (three seconds, for example) determined according to the result of the symbols to be stopped determination processing (step S14 of FIG. 8), etc.

Next, the main CPU 41 judges whether it is a timing for commanding the stopping of the scrolling or not (step S63 of FIG. 10).

When it is judged that it is not a timing for commanding the stopping of the scrolling at the step S63, the processing is returned to the step S63 and the effects at a time of the scrolling are continued. When it is judged that it is a timing for commanding the stopping of the scrolling at the step S63, the main CPU 41 transmits the code numbers of symbols stored in the RAM 43 to the sub CPU 61 (step S64). Upon receiving the code numbers of symbols from the main CPU 41, the sub CPU 61 determines the scrolling stopping position such that it corresponds to these code numbers (step S72).

After that, the scrolling stopping processing is carried out, and symbols are stopped and displayed in the display regions 28 (28 a to 28 e) that are inside the display window 15 (step S73). Also, the display processing of the effect images by the main CPU 41 is finished (step S65).

FIG. 11 is a flow chart showing a procedure of the bonus game processing shown at the step S19 of FIG. 8. In the bonus game processing, first, the main CPU 41 determines the number of times for executing the bonus game T from a range of 10 to 25 games, according to the random number value obtained by executing the random number generation program contained in the symbols to be stopped determination program stored in the RAM 43 (step S81). The main CPU 41 stores the determined data on the number of games T of the bonus game into the RAM 43.

Next, the main CPU 41 carries out the symbols to be stopped determination processing (step S82) and the symbols scroll processing (step S83). The processing of the step S82 is similar to the processing described above with reference to FIG. 9. The processing of the step S83 is similar to the processing described above with reference to FIG. 10. These processings have already been described above, so that their description will be omitted here.

Next, in FIG. 11, the main CPU 41 judges whether the bonus game trigger is realized or not, that is, whether the combination of symbols “APPLE” is stopped on the payline L formed in the display regions 28 (28 a to 28 e) inside the display windows 15 or not (step S84). When it is judged that the bonus game trigger is realized (step S84 YES), the number t of repetitions of the bonus game is newly determined (step S85), and the determined number t of repetitions is added to the current number of games T of the bonus game (step S86). In this way, when the bonus game is won again during the bonus game, the remaining number of the bonus games will be increased.

When the bonus game trigger is not realized, the main CPU 41 judges whether the winning combination is realized or not (step S87). When it is judged that the winning combination is realized, the main CPU 41 makes the payout of coins according to the number of coins entered and the winning combination (step S88). At this point, the payout according to the first payout table shown in FIG. 4 is made.

When the processing of the steps S86 or S88 is executed, or when it is judged that any of the winning combinations is not realized at the step S87 (it is judged as a lost game), the main CPU 41 reads out the number of games T of the bonus game stored in the RAM 43, subtracts one from the read out value of the number of games T, and stores the number of games T after the subtraction into the RAM 43 again (step S89).

Next, the main CPU 41 judges whether the number of games T of the bonus game has reached the number of times determined at the step S81 or not (step S90). More specifically, it is judged by judging whether the number of games T stored in the RAM 43 has become zero or not, and when the number of games T is not zero, that is, when it is judged that the number of executed bonus games has not reached the number of times determined at the step S81, the processing is returned to the step S82 and the above described processing is repeated.

On the other hand, when the number of games T is zero, that is, when it is judged that the number of executed bonus games has reached the number of games T determined at the step S81, the processing is finished. The bonus game is carried out in this way.

Next, the scatter symbol processing will be described. FIG. 12 is a flow chart showing a procedure of the scatter symbol processing shown at the step S17 of FIG. 8.

First, the main CPU 41 judges whether the winning combination is realized on the payline L of the display regions 28 (28 a to 28 e) or not (step S171). Here, it not only judges whether the usual winning combination is realized or not, but also judges whether the combination of symbols containing the scatter symbols becomes the winning combination on the payline L or not, that is, whether the winning combination is realized or not when the scatter symbol is used as a wild card that can be any symbol.

In the following description, the winning combinations that do not contain the scatter symbol and the winning combinations that contain the scatter symbol are collectively denoted as “winning combinations”. When they are intended to mean the winning combinations that do not contain the scatter symbol, they are denoted as “usual winning combinations”. When they are intended to mean the winning combinations that contain the scatter symbol, they are denoted as “winning combinations containing scatter symbol”

In the case where the winning combination is realized at the step S171 of FIG. 12, the payout amount due to the scatter symbol is determined by referring to the second payout table shown in FIG. 5, and this is set as “a” (step S172). For example, when there is only one scatter symbol “JOKER”, “a” that is the payout amount will be 2. Next, the payout amount due to the winning combination is obtained by referring to the first payout table shown in FIG. 4, and this is set as “b” (step S173). For example, when four symbols “ORANGE” are stopped on the payline L of the display regions 28 (28 a to 28 e) and the remaining one symbol is the scatter symbol “JOKER”, this “JOKER” is regarded as “ORANGE” and it is judged that the winning combination is realized. “b” that is the payout amount in this case will be 12. For example, when five symbols “ORANGE” are stopped on the payline L of the display regions 28 (28 a to 28 e), it is judged as the usual winning combination. “b” that is the payout amount in this case also will be 12.

Next, the main CPU 41 judges whether a>b or not (step S174). Here, when a>b, that is, when the payout amount due to the scatter symbol exceeds the payout amount due to the winning combination, the payout processing is carried out according to a prize set by the second payout table of FIG. 5 (step S175). When it is not a>b at the step S174, that is when the payout amount due to the winning combination exceeds the payout amount due to the scatter symbol, the payout processing is carried out according to a prize set by the first payout table of FIG. 4 (step S176).

FIG. 13A to FIG. 13C are diagrams showing exemplary displays when the scatter symbol is stopped in the display regions 28.

In the exemplary display shown in FIG. 13A, the scatter symbol “JOKER” is stopped in the display region 28 d. On the other hand, the combination of symbols stopped on the payline L is not the winning combination. In this case, only the payout due to the scatter symbol will be made (step S175 of FIG. 12).

In the exemplary display shown in FIG. 13B, the scatter symbols “JOKER” are stopped in the display regions 28 a, 28 c and 28 e, and symbols “BELL” are stopped on the payline L of the display regions 28 a to 28 e. Consequently, in this exemplary display, two types of payout including the payout due to the scatter symbol and the payout due to the usual winning combination are generated. In this case, the payout due to the scatter symbol becomes 10 coins (see FIG. 5), and the payout due to the usual winning combination becomes 8 coins (see FIG. 4). For this reason, the payout due to the scatter symbol which is the payout advantageous to the player will be selected (step S175 of FIG. 12). The payout due to the winning combination will be cancelled.

In the exemplary display shown in FIG. 13C, the scatter symbols “JOKER” are stopped in the display regions 28 a and 28 c, and four symbols “PLUM” are stopped on the payline L of the display regions 28 a to 28 e. Consequently, in this exemplary display, two types of payout including the payout due to the scatter symbol and the payout due to the winning combination containing scatter symbol are generated. In this case, the payout due to the scatter symbol becomes 6 coins (see FIG. 5), and the payout due to the winning combination containing scatter symbol becomes 15 coins (see FIG. 4). For this reason, the payout due to the winning combination containing scatter symbol which is the payout advantageous to the player will be selected (step S176 of FIG. 12). The payout due to the scatter symbol will be cancelled.

In this way, in the slot machine and the playing method according to the present embodiment, the scatter symbol not only becomes a special symbol for generating a prize by simply appearing within a display region, but also becomes a wild card for realizing a winning combination associated with a payout, so that the player can obtain the prize chance twice when the scatter symbol appears. Consequently, it is possible to make the player to continually maintain interest in the game.

In the present embodiment, when two payouts are generated, the payout with a higher prize is given a higher priority, so that the player can receive the payout with a higher prize, even in the case where the prize by one of the games is less, and therefore the player is less likely to be disappointed by the payout result of a less prize, and it is possible to make the player to have a higher interest in the game.

As another embodiment, when two payouts are generated, it is also possible to make the payout obtained by summing respective prizes. Such a payout can be made by carrying out the payout processing in which the payout amount due to the scatter symbol and the payout amount due to the winning combination are summed when the winning combination is realized at the step S171 of FIG. 12.

In the case where the payout obtained by summing respective prizes is made when two payouts are generated, the player can obtain both of the prizes by two games, so that the expectation for obtaining a higher prize than the prize due to the usual winning combination becomes high and it is possible to make the player to have a higher interest in the game.

In the case where the payout due to the scatter symbol and the payout due to the winning combination are generated, it is possible to give a higher priority to one payout regardless of how high or low its prize is. In the case where two payouts as described above are generated, it is possible to select either one payout randomly.

As another embodiment, in the case where only the payout due to the scatter symbol is made and when the symbols are to be randomly rearranged by a next game as shown in FIG. 14A, it is possible to arrange the scatter symbols that appear in a previous game, to the identical positions of the display regions, as shown in FIG. 14B. This control is made such that, when the main CPU 41 determines the code numbers of the display regions 28 (28 a to 28 e), the code number XX of the scatter symbol is included in the code numbers of the display regions for rearranging the scatter symbol. As described before, the code numbers of the display regions 28 (28 a to 28 e) determined at the step S52 of FIG. 9 are corresponding to the code numbers to be stopped and displayed on the payline L. For this reason, when the code numbers to be stopped and displayed on the payline L are determined, the symbols to be displayed above and below them will be automatically determined from the symbol arrangement of FIG. 3. For this reason, the main CPU 41 transmits the code number XX of the scatter symbol in relation to an information indicating a position to which this scatter symbol is to be rearranged, to the sub CPU 61 at a time of determining the code numbers of the display regions 28 (28 a to 28 e).

Then, at the step S72 of FIG. 11, the sub CPU 61 determines the scrolling stopping positions such that they correspond to the code numbers of symbols received from the main CPU 41, and displays symbols in the display regions 28 (28 a to 28 e). At this point, the sub CPU 61 displays the scatter symbol in place of the symbol originally intended to be displayed, at a position specified from the main CPU 41, in the display regions for rearranging the scatter symbol.

When the scatter symbols are to be rearranged in a next game, symbols are scrolled in the display regions 28 (28 a to 28 e), and at a time of rearranging symbols by stopping the scrolling, only the corresponding symbol is replaced by the scatter symbol. Also, at a time of scrolling symbols, it is possible to display only the scatter symbol fixedly while scrolling the other symbols.

The rearrangement of the scatter symbols may be carried out only in a next game regardless of whether the combination associated with a payout is realized or not, or may be carried out repeatedly for at most three times, for example, in the case where the combination associated with a payout is not realized. The main CPU 41 cancels the rearrangement of the scatter symbols when a prescribed condition is realized, such as when the combination associated with a payout is realized or when a prescribed number of repetitions is reached.

As a condition for rearranging the scatter symbols, it is possible to rearrange them when another condition is realized, without being limited to the case where only the payout due to the scatter symbol is made. For example, it is possible to rearrange the scatter symbols in a next game only in the case where the scatter symbol is stopped on the payline L and only the payout due to the scatter symbol is made.

The positions to which the scatter symbols are to be rearranged in a next game are not limited to the identical positions at which the scatter symbols appeared in a previous game, and can be other positions. In this case, the display regions may be changed, or the number of scatter symbols may be increased or decreased.

In the case where the scatter symbols are rearranged in a next game when only the payout due to the scatter symbol is made, there arises a possibility for the player to obtain various types of benefit due to the scatter symbols even in a next game, so that the expectation for obtaining more prize subsequent to a previous game becomes high, and it is possible to make the player to have a higher interest in the game.

In the above, the embodiments of the slot machine and the playing method according to the present invention have been described, but they are only showing concrete examples. Namely, the above described embodiments are not intended to limit the present invention, and the concrete configuration of each means or the like can be appropriately changed by design. Also, the concrete configuration of each means or the like can be replaced by other means having an equivalent functions, or a combination of a plurality of means each having a part of functions, and can also be realized by a part of functions of the other means having expanded functions. Also, the effects described in the embodiments of the present invention are only listing the most preferable effects arising from the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention. 

1. A slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to, in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, make a payout according to a number of the scatter symbols or a payout according to a winning combination formed by the scatter symbols and other symbols, or both a payout according to a number of the scatter symbols and a payout according to a winning combination formed by the scatter symbols and other symbols.
 2. The slot machine of claim 1, wherein in a case where scatter symbols are included in rearranged symbols, the controller is operable to set a payout advantageous to a player, at a time of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols.
 3. The slot machine of claim 1, wherein in a case where scatter symbols are included in rearranged symbols, the controller is operable to set a payout advantageous to a player, at a time of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols, and in a case where only a payout according to a number of the scatter symbols is made, the controller is operable to arrange the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.
 4. A slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to, in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, set a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols.
 5. The slot machine of claim 4, wherein in a case where only a payout according to a number of the scatter symbols is made, the controller is operable to arrange the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.
 6. A slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to, in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, set a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols, and in a case where only a payout according to a number of the scatter symbols is made, the controller arranges the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.
 7. A playing method of a slot machine comprising: in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on a display, making, by a controller, a payout according to a number of the scatter symbols or a payout according to a winning combination formed by the scatter symbols and other symbols, or both a payout according to a number of the scatter symbols and a payout according to a winning combination formed by the scatter symbols and other symbols.
 8. The playing method of slot machine of claim 7, wherein in a case where scatter symbols are included in rearranged symbols, the controller sets a payout advantageous to a player, at a time of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols.
 9. The playing method of a slot machine of claim 7, wherein in a case where scatter symbols are included in rearranged symbols, the controller sets a payout advantageous to a player, at a time of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols, and in a case where only a payout according to a number of the scatter symbols is made, the controller arranges the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.
 10. A playing method of a slot machine comprising: in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on a display, setting, by a controller, a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols.
 11. The playing method of a slot machine of claim 10, wherein in a case where only a payout according to a number of the scatter symbols is made, the controller arranges the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game.
 12. A playing method of a slot machine comprising: in a case where scatter symbols are included in rearranged symbols in a game for randomly rearranging a plurality of symbols arranged on the display, setting by a controller, a payout advantageous to a player at a timing of making a payout according to a number of the scatter symbols, or a payout according to a winning combination formed by the scatter symbols and other symbols, and in a case where only a payout according to a number of the scatter symbols is made, the controller arranges the scatter symbols stopped in a previous game, to prescribed positions of the display, when a plurality of symbols are randomly rearranged in a next game. 